varying vec4 mycolor ; 
varying vec3 mynormal;
varying vec4 myvertex;
varying vec3 mytangent;

attribute vec3 tangent;

void main() {
    gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex ; 
    mycolor = gl_Color; 
	mynormal = gl_Normal;
	myvertex = gl_Vertex;
	mytangent = tangent;
	gl_TexCoord[0] = gl_MultiTexCoord0;
}